﻿using System;

using JigLibX.Collision;
using JigLibX.Physics;


namespace FXnaEngine.Physics
{
    public class QSCollisionSkin : CollisionSkin
    {
        public Int64 EntityID
        {
            get { return this.entityID; }
        }
        protected Int64 entityID;

        public QSCollisionSkin(Int64 EntityID)
            : base()
        {
            this.entityID = EntityID;
        }

        public QSCollisionSkin(Int64 EntityID, Body owner)
            : base(owner)
        {
            this.entityID = EntityID;
        }


    }
}
